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A few things
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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Thu Jan 31, 2013 7:44 pm    Post subject:  A few things Reply with quote  Mark this post and the followings unread

Greetings!

So recently iv been going through rules.ini and i wondered :

1.How do i make a certain unit amphibious?
2.I want to add refinery smoke so witch of these are x,y

ex: -80,232,375

Thank you!

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jan 31, 2013 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

1) SpeedType=Hover or Amphibious with a MovementZone=Amphibious as well.

2 is a good question.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Thu Jan 31, 2013 8:12 pm    Post subject: A few things Reply with quote  Mark this post and the followings unread

Thank you!

Since its a good questions whats the anwser?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jan 31, 2013 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Im guessing that it uses Point3DCoord? So it would be X,Y,Z...

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Jan 31, 2013 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

And that would be my guess too. If you are still uncertain, you can do some tests to check them out.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Fri Feb 01, 2013 1:27 pm    Post subject: A few things Reply with quote  Mark this post and the followings unread

Thank you! That was very helpful!

So ive my been using my imagination and i thought:

Is possible to make a certain building buildable on both water and land?

Thanks!

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Fri Feb 01, 2013 1:33 pm    Post subject: A few things Reply with quote  Mark this post and the followings unread

I forgot to add:

How do i make an amphibious unit switch between land wheels and to a naval form when it gets on water?

For some reason i could not edit my post

Thanks!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 01, 2013 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

tekka warrior wrote:
Is possible to make a certain building buildable on both water and land?

no
Only possible by adding 2 versions of the same building, with one having WaterBound=yes.

tekka warrior wrote:
How do i make an amphibious unit switch between land wheels and to a naval form when it gets on water?

Is that even possible in RA2? Don't remember any vanilla RA2 vehicle having such a feature.

In TS it is bound to the ID [APC] which then uses automatically the APCW voxel for water.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Fri Feb 01, 2013 2:13 pm    Post subject: A few things Reply with quote  Mark this post and the followings unread

Terrifically Helpful!

Thank you!

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Feb 01, 2013 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need Ares to have alt water gfx on units.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Feb 01, 2013 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Fri Feb 01, 2013 3:23 pm    Post subject: A few things Reply with quote  Mark this post and the followings unread

Again very helpful!

One thing that is still bothering me how do you edit projectiles?

I could not find the shp.

Thanks

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 01, 2013 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

tekka warrior wrote:
One thing that is still bothering me how do you edit projectiles?

With a text editor, changing the values on the keys using your keyboard by pressing the buttons on it to enter new characters and numbers.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Fri Feb 01, 2013 3:33 pm    Post subject: A few things Reply with quote  Mark this post and the followings unread

Thank you!

Where do i find the files needed?

its this ball the comes out of the tank when it fires.

Last edited by tekka warrior on Fri Feb 01, 2013 3:35 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 01, 2013 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Same file where you were editing all along->rules.ini, rulesmd.ini
Or do you only asked questions before without ever taking a look into the inis before?

Pretty straightforward imo
[Unit]
Primary->[WeaponID]

[WeaponID]
Projectile->ProjectileID

[ProjectileID]
voilà you're here

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Fri Feb 01, 2013 3:54 pm    Post subject: A few things Reply with quote  Mark this post and the followings unread

Hahahaha! i went through rules.ini but i never did this! What Pallete does it use?

Thank you!

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Feb 01, 2013 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which one you specify. By default, palette.pal, but AltPalette makes it turning to unitxxx.pals, and AnimPalette to anim.pal.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Feb 01, 2013 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Which one you specify. By default, palette.pal, but AltPalette makes it turning to unitxxx.pals, and AnimPalette to anim.pal.


There's also FirersPalette=yes that can be set in the rules(md).ini projectile code, which supposedly makes the projectile use same palette as the object that fired the weaponl, but that isn't really the case since it also uses unit*.pal despite what palette the firing object is using.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Fri Feb 01, 2013 4:17 pm    Post subject: A few things Reply with quote  Mark this post and the followings unread

Thank you for all your help!

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